Midterm Assets
L-System vegetation
Using the L-system to generate vegetation and randomizing each plant.








Fish crowd simulation
Using particle systems to simulate each particle and copy each fish onto the particles.
A wind force is applied to the particle system to move the particles.
As a non-animator, I used the bend deformer using expressions to add animation for the swimming fish.


Result of animation for Shot 1.02 and 2.05.
Procedural Terrain
Using Houdini heightfields to create a procedural terrain quickly instead of sculpting the whole area by hand.




Vegetation Materials
Used aiStandardSurface materials to create a variety of vegetation surfaces.
Crystal Asset
Used Houdini to generate the geometry including the internal fracturing. Used aiStandardSurfaces for materials.
Lighting Assets
Current Progress on Lighting.




Music Choice
Sea of Crystal by Denny Schneidemesser
Environment Model Assets
Mountain ZBrush Turntable
Bridge ZBrush Turntable
Trench ZBrush Turntable
Matte Paintings
Matte Painting Shot 1.07

ZBrush/Keyshot Render

Photoshop Painting
Wall matte painting used in shots 2.04 to 2.09

Zbrush/KeyShot Render

Photoshop Painting
Shot 2.07 Bridge

Zbrush/KeyShot Render

Photoshop Painting
Breakdown
Shot 2.09 WIP

Zbrush/KeyShot Render

Photoshop Painting
Breakdown
Compositing
These are common assets that will be used for most of the shots, as demonstrated in shot 1.07.
Shot 1.07 with every asset
Matte Painting Projection

Two Radials

Radials with Glow
Radial Softness Animated
Compositing Breakdown